Top 8 Mirrodin Besieged Cards for Multiplayer

With the entirety of Mirrodin Besieged spoiled and the prerelease this weekend (which sadly I will be missing out on), it’s time to look over the set and figure out which cards are the most interesting. If you want to read about the best drafting strategies, there are much better places to do that, but as someone who places multiplayer almost exclusively, here are the cards that make me the most excited.

8. Choking Fumes

White weenie strategies don’t work the best in multiplayer for the simple reason that they run out of steam far too quick. But white has always had some quirky cards that I absolutely adore since they ignore the color pie, like Holy Light:

Holy Light 2W
Nonwhite creatures get -1/-1 until end of turn.

Choking Fumes reminds me a lot of this card except it messes with far more people. In multiplayer, there’s plenty of combat and you won’t always be involved in it. This card is a great combat trick that can act as a one-sided Wrath under the right circumstances.

Plus if Persist is still giving you trouble (I hate you Cauldron of Souls) this is a great way to make sure things stay dead.

7. Distant Memories

The “break” cards from Odyssey block and pile cards from Invasion are fascinating insights into how player’s think. Browbeat always causes discussion, and Fact or Fiction is universally adored for its absurd card drawing capabilities.

In many ways, I see Distant Memories as a new take on Fact or Fiction. It could work as a blue Diabolic Tutor or it’s a Concentrate. Yes, your opponents get to pick which you do but in multiplayer games, the line between ally and opponent can easily become blurred – especially when you figure out who is playing what.

But Distant Memories feels like an oddity in this world of card drawing and is just quirky enough for me to love it. I don’t see this card breaking any formats open, but in Commander/EDH and chaos, this card just screams for some interesting diplomacy.

6. Nested Ghoul

Newer Magic players will see this card as a twist on Grave Titan, but I see it for it’s classical inspiration: Fungusaur. The original card that taught your all damage isn’t bad.

I could easily see this guy combo up with Pestilence or Thrashing Wumpus for an odd token-generator that swarms after getting some help from the various Zombie lords.

This card is simple but so much fun. He’s a zombie made out of zombies and any card which gets 2-f0r-1 is a plus in my book. My only concern is how often this guy will eat a removal spell without taking damage. I don’t see it altering the game permanently like some other cards, but zombie decks are always looking for something different and this guy fits the bill.

5. Sword of Feast and Famine

The swords have been staples in the multiplayer world for years now given their ability of being just so damn useful. They deal more damage, make your creature near unkillable and give you two weird abilities to boot. So of course the newest sword isn’t any different.

Yeah, the discard ability is odd but the Bear Umbra ability seems mighty fun. Afterall, who doesn’t love one-sided Awakening effects in multiplayer? The protection from green and black is a touch odd but keeps away a decent amount of removal and allows for indefinite blocking against greens biggest beaters.

Feast and Famine isn’t as terrifying as Light and Shadow and Fire and Ice for the simple reason that it only generates card advantage through discard.

4. Galvanoth

Part of me adores this guy for the simple reason that we knew so much about him early in the spoiler season (since he was on the cover of a theme deck), but he was the last card to be spoiled.

This guy basically has spell kinship and any card that lets you play spells for free and essentially draw extra cards is always worth a second look. But the real interest for me is the simple fact that Galvanoth is red. Aside from the Wheels, Red’s card drawing is minimal.

Galvanoth is one of those cards that just feels weird but with some extra scrying (or Soothsaying), maybe a Paradox Haze or two could quickly result in some weird combos that I’m definitely looking forward to playing with.

3. Phyrexian Rebirth

Know what the biggest problem with Day of Judgment is? It doesn’t put a Lhurgoyf into play.

But with multiplayer, token generation often gets out of control and this guy makes you a token for each creature destroyed, not with power and toughness equal to all creatures in graveyards. It’s a little distinction that makes a huge difference in how powerful he is.

If this card said, destroy all creatures then put a 5/5 into play, it’d still be excellent. In singleton formats though, this really shines. The fact that the token is colorless means any EDH deck with white can run it too.

2. Black Sun’s Zenith

Black sweepers are few and far between. Mutilate is the original but isn’t very frequent. Damnation is easily the best, but this is recursive removal.

For 4 mana, it acts as a Massacre. At six, it will take out most of the board. Even at 3 mana, it will wipe an army of tokens. Even more exciting is the simple fact that it keeps things dead. There’s no regenerating from this and suddenly indestructible things are much more destructible.

I expect to see a lot of this card showing up at kitchen tables for years to come.

1. Titan Forge

Is this the best card in Mirrodin Besieged? Nope, but it is easily my favorite. Much like Lux Cannon before it, the Titan Forge is just far too much fun. With cards like Voltaic Key and Coretappers tossing charge counters around like candy, this thing can easily go off on turn 4. And then again. And again.

It’s cheap to use and easy to work around. But why I love this card is the simple fact that it doesn’t cost any mana to activate!

But I have no idea why someone would build a giant forge in the middle of a lake.

So what are you favorite cards in Mirrodin Besieged?